Kuo-Toa Species in Other Realms | World Anvil

Kuo-Toa

Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuotoa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.   Mad Slaves At the height of the illithid empire; the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad. Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met.   God Makers Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical. One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god. Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends.   Theocratic Rulers Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spell casting ability, if not its life. The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.   Kuo-toa Gear Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called man catchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments.   Kuo-Toa Monitor A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with, the following action options.   Multiattack The kuo-toa makes one bite attack and two unarmed strikes.   Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage.   Unarmed Strike Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (l d6 + 2) bludgeon ing damage plus 3 (ld6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.  

Kuo-Toa

Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuotoa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.


Armor Class13 (natural armor, shield)
Hit Points 4d8
Speed30ft.Swim 30ft.
Strength13 (+1)
Dexterity10 (+0)
Constitution11 (+0)
Intelligence11 (+0)
Wisdom10 (+0)
Charisma8 (- 1)
SkillsPerception d20+4
SensesDarkvision 120 ft.Passive Perception 14
LanguagesUndercommon
Challenge1/4 (50 XP)
Special 1AmphibiousThe Kuo-toa can breathe air and water
Special 2Otherworldly PerceptionThe Kuo-toa can sense the presence of any creaturewithin 30 feet of it that is invisible
or on the Ethereal Realm.It can pinpoint such a creature that is moving
Special 3SlipperyThe Kuo-toa has an advantage on ability checksand saving throws made to escape a grapple
Special 4Sunlight SensitivityWhile in sunlight, the Kuo-toa has a disadvantage on attack rolls,as well as on Wisdom (Perception) checks that rely on sight
Action 1BiteMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d4+1 piercing damage
Action 2SpearMelee or Ranged Weapon Attack d20+3 to hit
Reach 5 ft. or range 20f60 ft., one targetHit 1d6+1 piercing damage,or 1d8+1 piercing damage if used with two hands to make a melee attack
Action 3NetRanged Weapon Attack d20+3 to hit
Range 5/15 ft., one Large or smaller creatureHit: The target is restrained.A creature can use its action to makea DC 10 Strength check to free itself
or another creature in a net,ending the effect on a success.Dealing 5 slashing damage to the net (AC 10) freesthe target without harming it and destroys the net
ReactionSticky ShieldWhen a creature misses the Kuo-toa with a melee weapon attack,the Kuo-toa uses its sticky shield to catch the weapon.
The attacker must succeed on a DC 11 Strength saving throw,or the weapon becomes stuck to the Kuo-toa's shield.If the weapon's wielder can't or won't let go of the weapon,the wielder is grappled while the weapon is stuck.
While stuck, the weapon can't be used.A creature can pull the weapon free by takingan action to make a DC 11 Strength check and succeeding

Kuo-Toa Archpriest

Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuotoa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.


Armor Class13 (natural armor)
Hit Points 13d8+39
Speed30ft.Swim 30ft.
Strength16 (+3)
Dexterity14 (+2)
Constitution16 (+3)
Intelligence13 (+1)
Wisdom16 (+3)
Charisma14 (+2)
SkillsPerception d20+9 Religion d20+6
SensesDarkvision 120ft.Passive Perception 19
LanguagesUndercommon
Challenge6 (2.300 XP)
Special 1AmphibiousThe Kuo-toa can breathe air and water
Special 2Otherworldly PerceptionThe Kuo-toa can sense the presence of any creaturewithin 30 feet of it that is invisible
or on the Ethereal Realm.It can pinpoint such a creature that is moving
Special 3SlipperyThe Kuo-toa has an advantage on ability checksand saving throws made to escape a grapple
Special 4Sunlight SensitivityWhile in sunlight, the Kuo-toa has adisadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight
Special 5SpellcastingThe Kuo-toa is a 10th-level spell caster.Its spellcasting ability is Wisdom
(spell save DC 14, d20+6 to hit with spell attacks).The Kuo-toa has the following cleric spells prepared:
Spells 1Cantrips (at will)GuidanceSacred flame
Thaumaturgy
Spells 21st level (4 slots)Detect magicSanctuary
Shield of faith
Spells 32nd level (3 slots)Hold personSpiritual weapon
Spells 43rd level (3 slots)Spirit guardiansTongues
Spells 54th level (3 slots)Control waterDivination
Spells 65th level (2 slots)Mass cure woundsScrying
Action 1MultiattackThe Kuo-toa makes two melee attacks
Action 2ScepterMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 1d6+3 bludgeoning damageplus 4d6 lightning damage
Action 3Unarmed StrikeMelee Weapon Attack d20+6 to hitReach 5 ft., one target
Hit 1d4+2 bludgeoning damage

Kuo-Toa Whip

Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuotoa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.


Armor Class11 (natural armor)
Hit Points 10d8+20
Speed30ft.Swim 30 ft.
Strength14 (+2)
Dexterity10 (+0)
Constitution14 (+2)
Intelligence12 (+1)
Wisdom14 (+2)
Charisma11 (+0)
SkillsPerception d20+6 Religion d20+4
SensesDarkvision 120 ft.Passive Perception 16
LanguagesUndercommon
Challenge1 (200 XP)
Special 1AmphibiousThe Kuo-toa can breathe air and water
Special 2Otherworldly PerceptionThe Kuo-toa can sense the presence of any creaturewithin 30 feet of it that is invisible
or on the Ethereal Realm.It can pinpoint such a creature that is moving
Special 3SlipperyThe Kuo-toa has an advantage on ability checksand saving throws made to escape a grapple
Special 4Sunlight SensitivityWhile in sunlight, the Kuo-toa has disadvantage on attack rolls,as well as on Wisdom (Perception) checks that rely on sight
Special 5SpellcastingThe Kuo-toa is a 2nd-level spellcasterIts spellcasting ability is Wisdom
(spell save DC 12, d20+4 to hit with spell attacks).The Kuo-toa has the following cleric spells prepared
Spells 1Cantrips (at will)Sacred flameThaumaturgy
Spells 21st level (3 slots)BaneShield of faith
Action 1MultiattackThe Kuo-toa makes two attacks:one with its bite and one with its pincer staff
Action 2BiteMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d4+2 piercing damage
Action 3Pincer StaffMelee Weapon Attack d20+4 to hit
Reach 10ft., one targetHit 1d6+2 piercing damage.If the target is a Medium or smaller creature,it is grappled (escape DC 14).
Until this grapple ends, the Kuo-toa can'tuse its pincer staff on another target

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